字幕列表 影片播放 由 AI 自動生成 列印所有字幕 列印翻譯字幕 列印英文字幕 - The Metaverse is coming. - Metaverse正在到來。 There's no turning around, 沒有回頭路可走了。 we're going to go there. 我們要去那裡。 Most forecasts believe that the Metaverse 大多數預測認為,Metaverse by the end of the decade will be between 到本十年結束時將在 $6 and $13 trillion. 6萬億美元和13萬億美元。 There's confusion and/or disagreement 有混亂和/或分歧的情況 as to exactly what it is, what it requires, when it arrives. 至於它到底是什麼,它需要什麼,它什麼時候到達。 I think many people have heard the term 'metaverse' 我想很多人都聽說過 "元空間 "這個詞 over the past year with the idea 在過去的一年裡,我們的想法是 that society's going to transform. 社會將發生轉變。 The Metaverse is not an all-encompassing clear vision Metaverse不是一個包羅萬象的清晰願景 of the future-it is an ambition, it's a hypothesis. 未來--這是一個雄心壯志,這是一個假說。 At its core, the Metaverse should be understood 就其核心而言,應該理解為元氣空間 as a fourth wave of computing and networking. 作為計算和網絡的第四次浪潮。 The first was the Mainframe era- 第一個是大型機時代-- most of us think about IBM supercomputers- 我們大多數人都會想到IBM的超級計算機------。 that was succeeded by personal computing and the internet, 這被個人電腦和互聯網所取代。 succeeded in turn by the mobile and cloud era. 反過來又被移動和雲時代所取代。 But we, as a society, as people, Homo sapiens, 但是我們,作為一個社會,作為人,智人。 did not evolve for thousands of years 幾千年來都沒有進化過 to interact with 2D interfaces, 來與二維界面互動。 we didn't evolve to learn by tapping a piece of glass. 我們的進化並不是通過敲擊一塊玻璃來學習。 That arc leaves many to believe 這一弧線讓許多人相信 that the next evolution is 3D experiences. 下一個演變是3D體驗。 My name's Matthew Ball, I'm the CEO and founder of Epyllion. 我叫Matthew Ball,是Epyllion的首席執行官和創始人。 I'm also the author of "The Metaverse: 我也是 "Metaverse "的作者。 And How It Will Revolutionize Everything." 以及它將如何徹底改變一切"。 It's sometimes helpful to explain what the Metaverse is not. 解釋一下大都會世界不是什麼,有時是很有幫助的。 First, it's not just immersive virtual reality, 首先,它不僅僅是沉浸式虛擬現實。 or what many consider a virtual reality headset. 或許多人認為的虛擬現實頭盔。 It's also not a video game. 這也不是一個視頻遊戲。 We see now hundreds of millions of people 我們現在看到數以億計的人 spending their lives, their friendships, 花費他們的生活,他們的友誼。 inside 3D-rendered social and virtual worlds. 在三維渲染的社會和虛擬世界內。 But of course, the Metaverse is a combination 但當然,Metaverse是一個組合。 of many different technologies, 許多不同的技術。 and it is not just for a game. 而且這不僅僅是為了一個遊戲。 It will not replace the internet, 它不會取代互聯網。 it will build iteratively on top of it. 它將在此基礎上進行迭代構建。 But, it's not fully predictable. 但是,這並不完全是可以預測的。 Much like there was no technical understanding in 1995 就像1995年時沒有技術理解一樣 that told you exactly what life 確切地告訴你生活中的 would be right now on the Internet. 現在就會在互聯網上。 Facebook, or now Meta, was born of the PC era, Facebook,或現在的Meta,誕生於PC時代。 and became far more valuable and successful 並變得更有價值和更成功 in the mobile era. 在移動時代。 The reason for this is 'recursive technology.' 其原因是'遞歸技術'。 Someone invents a new technology, 有人發明了一項新技術。 and that new technology is responded to by consumers 以及消費者對新技術的反應 and developers who build new things or use that technology 以及建造新事物或使用該技術的開發人員 in ways that are predicted and not predicted. 以預測和不預測的方式。 I define the Metaverse as: 我對大都會世界的定義是:。 A massively-scaled 一個大規模的 and interoperable network 和可互操作的網絡 of real-time-rendered 3D virtual worlds 的實時渲染的三維虛擬世界 which can be experienced synchronously 可以同步體驗 and persistently by an effectively unlimited number 越來越多的人開始關注這個問題,並且持續不斷地關注。 of users each with an individual sense of presence; 的用戶,每個人都有獨立的存在感。 while supporting continuity of data, 同時支持數據的連續性。 such as history, identity, communications, 如歷史、身份、通信。 payments, entitlements, and objects. 支付、應享權利和對象。 Should I redo that? 我應該重做嗎? Massively-scaled is one of the easier elements 大規模是比較容易的元素之一 of my Metaverse definition, and that largely observes 我的Metaverse定義中,主要是遵守 that the internet would not be the internet 互聯網將不再是互聯網 if it just had 20 websites. 如果它只是有20個網站。 The term itself comes from dystopic science fiction 這個詞本身來自於二維碼科幻小說 coined by Neal Stephenson in 1992. 由尼爾-斯蒂芬森在1992年提出。 And it refers to 'meta,' a Greek term, 而且它指的是 "meta",一個希臘術語。 as in "greater than or encompassing all verses"- 如 "大於或包括所有詩句"-- all individual virtual worlds and experiences as a subunit. 所有單獨的虛擬世界和經驗作為一個子單元。 But describing the number of dimensions 但描述維度的數量 or the visual aesthetic of a virtual world 或虛擬世界的視覺美學 reflects just one element. 反映的只是一個元素。 A virtual world is really any computer-simulated 虛擬世界實際上是任何計算機模擬的 and rendered virtual space. 和渲染的虛擬空間。 It can be immersive, 它可以是沉浸式的。 which is what you would think of as a VR headset. 這就是你會認為的VR頭盔。 It can be an augmented reality, in text, in 2D. 它可以是一個增強的現實,在文本中,在2D中。 Or it could be in three dimensions, 或者它可以是三維的。 like a "Super Mario" or "Legend of Zelda" game made today. 像今天製作的 "超級馬里奧 "或 "塞爾達傳說 "遊戲。 3D is a key specification because at its core, 3D是一個關鍵的規範,因為在其核心。 the Metaverse is talking about a parallel plane Metaverse所說的是一個平行的平面 of existence, a second place where we can live 的存在,是我們可以生活的第二個地方。 and coexist and socialize. 和共存和社會化。 And by the way, we may come to find 順便說一下,我們可能會發現 that the term 'metaverse' does creep 術語 "metaverse "確實在悄悄地發生變化。 into really any socially-focused 3D-rendered experience. 變成真正的任何以社交為重點的3D渲染體驗。 We typically identify platforms 我們通常確定平臺 such as "Minecraft" or "Roblox" or "Fortnite." 如 "Minecraft "或 "Roblox "或 "Fortnite"。 Some go as far as saying "Call of Duty" 有些人甚至說 "使命召喚"。 or "Legend of Zelda" which are narrative, 或《塞爾達傳說》是敘事性的。 non-generative experiences are metaverses, 非生成性經驗是metaverses。 but the technical, academic, and mainstream definition: 但技術、學術和主流的定義。 it's the definite article, The Metaverse, not A Metaverse, 是定語,是The Metaverse,不是A Metaverse。 and certainly not Metaverses. 當然也不包括Metaverses。 It was intended to describe the unified experience 它的目的是描述統一的經驗 of all interconnected or interoperable virtual worlds. 的所有相互連接或相互操作的虛擬世界。 Interoperability is one of the most complex 互操作性是最複雜的問題之一。 and yet essential elements of the Metaverse. 但卻又是大都會世界的基本要素。 It effectively refers to the ability 它實際上指的是能力 for different autonomous systems 對於不同的自治系統 or independently-operated simulations, 或獨立運作的模擬。 3D-rendered virtual worlds, 3D渲染的虛擬世界。 to not just talk to one another, 不僅僅是相互交談。 but to do so safely and coherently. 但要安全和連貫地做到這一點。 That's how you go from one destination to another. 這就是你如何從一個目的地到另一個目的地。 We tend not to think about interoperability very much 我們往往不大考慮互操作性的問題 because the internet, as it exists today, is interoperable. 因為今天的互聯網是可互操作的。 You can download an image from your Facebook, 你可以從你的Facebook上下載一個圖片。 upload it to Snapchat, 把它上傳到Snapchat。 then turn it into a slideshow you post to YouTube. 然後把它變成一個幻燈片,發佈到YouTube上。 This is why your single web browser, 這就是為什麼你的單一網絡瀏覽器。 your single session, can take you there. 你的單次會議,可以帶你到那裡。 Without interoperability for 3D assets and experiences, 沒有3D資產和體驗的互操作性。 you can't take anything that you did previously 你不能拿你以前做的任何事情來做 to any new place, you can't communicate 到任何新的地方,你都無法溝通 to anyone who isn't doing the precise experiences you are. 對任何沒有做你所做的精確經驗的人。 Without interoperability, it would be lost. 如果沒有互操作性,它就會失去。 Real-time rendering is really fun to talk about. 談論實時渲染真的很有趣。 Rendering refers to the process 渲染指的是以下過程 of generating a computer image. 生成計算機影像的。 We see this in a Pixar movie, for example. 例如,我們在皮克斯的電影中看到這一點。 But for a real-time experience, one that we experience, 但對於一個實時的經驗,一個我們所經歷的經驗。 a good way to think about this would be 思考這個問題的一個好方法是 to take a look at Google Maps street view. 來看一下谷歌地圖的街景。 That is not real-time rendered, 這不是實時渲染的。 the image has already been generated, it's static, 影像已經生成,它是靜態的。 it's locked in time. 它被鎖定在時間上。 What we're talking about is a virtual world 我們所討論的是一個虛擬世界 that exists in response to us, 響應我們而存在的。 to know we're there, be affected by us. 要知道我們在那裡,被我們影響。 Synchronous basically means 同步的基本意思是 that we're in a shared experience. 我們在一個共同的經歷中。 Think of yourself as a video call. 把自己想象成一個視頻電話。 There are multiple different people all participating, 有多個不同的人都在參與。 and if they lag, it's fine, right? 如果他們滯後,那也沒關係,對嗎? Your system may lose a few words, 你的系統可能會丟失幾個字。 it might play them back quickly, 它可能會迅速回放它們。 it rapidly edits out the extra silence 它迅速編輯出多餘的沉默 so that you can catch up. 這樣你就可以趕上了。 If someone drops, if they're not speaking, nobody cares. 如果有人掉下來,如果他們不說話,沒人在乎。 But when we're talking about a massively-scaled 但是,當我們在談論一個大規模的 synchronous experience, it's coexistence. 同步的經驗,它是共存的。 We need everyone to be experiencing it together. 我們需要每個人都在一起經歷。 Now, in a computer simulation, 現在,在一個計算機模擬中。 this question of persistence is philosophically, 這個持久性的問題在哲學上是。 what endures, what continues. 什麼是持久的,什麼是持續的。 When you shoot a tree in a shooter game, 當你在射擊遊戲中射擊一棵樹時。 you'll see the bullet mark, 你會看到子彈標記。 but 10 minutes later, is it important for you to see it? 但10分鐘後,對你來說,看到它很重要嗎? If you ran to a specific part of a map, if you saw a friend, 如果你跑到地圖的特定部分,如果你看到一個朋友。 if you spoke to a character, 如果你對一個角色說話。 most games assume that that information 大多數遊戲都認為,這些資訊 is not going to be important, 並不重要。 and so they don't actually manifest it. 所以他們實際上並沒有表現出來。 There's no critical need for the ground to wear 地面上沒有關鍵性的需要磨損 as more people walk on it, 隨著越來越多的人在上面行走。 much like a traditional grass path would. 很像傳統的草路。 Persistence of the world, persistence of my history, 世界的持久性,我的歷史的持久性。 of the things that we've done is understood 我們所做的事情之一就是了解 to be essential on a data and an experiential layer. 在數據和體驗層上是必不可少的。 Almost nothing in virtual world today is persistent: 今天,虛擬世界中幾乎沒有什麼東西是持久的。 it's essentially forgotten. 它基本上被遺忘了。 It's like moving out of the movie theater 這就像從電影院搬出來一樣 and the second you're out there, 和你在外面的那一秒。 you no longer remember what you saw, who you were with, 你不再記得你看到了什麼,你和誰在一起。 and where even you were. 以及甚至你在哪裡。 How many things can the system do? 該系統能做多少事情? They need to reflect the world as it's known, 他們需要反映已知的世界。 and reflect the world in response to individual actions. 並反映世界對個人行為的反應。 It's a question of: 這是一個問題。 What memory can be managed? 哪些記憶可以被管理? And what information can be processed? 那麼哪些資訊可以被處理呢? We don't think about that for the real world. 對於現實世界,我們不考慮這個問題。 I talk about an effectively unlimited number of users 我談論的是一個有效的無限數量的用戶 and with individual sense of presence. 並具有個人的存在感。 And this is because when we think 這是因為當我們認為 about limiting operations per second 約每秒限制的操作 or managing the complexity of a simulation, 或管理模擬的複雜性。 it's not really the Metaverse. 這並不是真正的Metaverse。 Not a shared experience, 不是一個共同的經驗。 it's a gated one occasional to some. 對某些人來說,這是個有門檻的地方。 There's no limit to how many people can do something. 有多少人可以做一件事是沒有限制的。 The last part of my definition is continuity of data: 我的定義的最後部分是數據的連續性。 entitlements, communications, history, 應享權利、通信、歷史。 the ability for one person in one virtual world 一個人在一個虛擬世界中的能力 to contact another, much like an email address 來聯繫另一個人,就像一個電子郵件地址 from Comcast can go to a competing company 從康卡斯特來的人可以去競爭的公司 like AT&T or China Mobile. 像AT&T或中國移動。 And then entitlements payments refers 然後應享待遇的支付是指 to your ability to pay from one to another, 對你的支付能力從一個到另一個。 or take something that you own from one place to another. 或將你擁有的東西從一個地方帶到另一個地方。 Ultimately, we're talking about one 歸根結底,我們談論的是一個 of the most difficult to describe things, 的最難描述的事情。 which is an era unfolding in front of our eyes. 這是一個在我們眼前展開的時代。 One of the fascinating things about technological 技術的一個迷人之處在於 or digital eras and waves is the fact 或數字時代和波浪的事實是 that we think of them as a singular thing. 我們認為它們是一個單一的東西。 We talk about mobile, we talk about social, 我們談到了移動,我們談到了社交。 we talk about the internet, we talk about streaming. 我們談論互聯網,我們談論流媒體。 And in truth, these are bundles- 而事實上,這些都是捆綁式的 they represent and they only work 他們的代表,他們只工作 because of many different inputs. 因為有許多不同的投入。 All of these individual creations 所有這些個人的創作 enable transformation at large. 使得整個轉型成為可能。 I tend to think of the Metaverse in seven subcategories: 我傾向於將Metaverse分為七個子類別。 Hardware is the easiest one to think about, 硬件是最容易思考的問題。 the new devices that we will use, augmented reality, 我們將使用的新設備,增強現實。 virtual reality, wearable devices. 虛擬現實,可穿戴設備。 But we should also think of a world filled with sensors, 但我們也應該想到一個充滿傳感器的世界。 scanning cameras, projection cameras 掃描相機、投影相機 that allow us to be actively within the Metaverse 讓我們能夠積極地在Metaverse中發揮作用。 without actually holding a device in front of us. 不需要在我們面前實際拿著一個設備。 Networking: 聯網。 what we need for the internet 我們對互聯網的需求 is really unprecedented bandwidth, 是真正前所未有的帶寬。 that's the amount of data 這就是數據量 that can be transmitted per second, as well as latency, 每秒可傳輸的數據,以及延遲。 how quickly data can go from one end to another. 數據從一端到另一端的速度有多快。 Computing power: 計算能力。 the computational requirements for the Metaverse far exceed Metaverse的計算要求遠遠超過了 anything that we've ever contended with before- 我們以前所爭奪的任何東西------。 and just as a sidebar- 而作為一個側重點-- we've always had scarcity of computing resources 我們一直都有計算資源的稀缺性 because we always want to do more than we can, 因為我們總是想做得比我們能做的更多。 and this will require more than we ever conceive. 這將需要比我們所想象的更多。 We also need to think of virtual platforms themselves. 我們還需要考慮到虛擬平臺本身。 These are, for most people, 這些是,對大多數人來說。 how they will directly interface with the Metaverse. 他們將如何直接與Metaverse對接。 These are the 3D-rendered worlds and experiences themselves. 這些是3D渲染的世界和體驗本身。 Some virtual worlds are intended purely for entertainment. 有些虛擬世界純粹是為了娛樂。 Others are for professional work, training- some represent reality as we know it, 有些代表了我們所知的現實。 others distort that version of reality. 其他人扭曲了這個版本的現實。 Think of this like Disney's Marvel Universe 把這想成是迪斯尼的漫威宇宙 as it reflects Manhattan. 因為它反映了曼哈頓。 Not exactly right, but clearly Manhattan. 不完全正確,但顯然是曼哈頓。 We also need to think about interchange 我們還需要考慮換乘問題 and interoperability standards. 和互操作性標準。 These are the technologies that bring together 這些技術彙集了 different autonomous experiences, 不同的自主經驗。 things like the domain registry, IP addresses, 像域名註冊處、IP地址這樣的東西。 so that different networks, different pages, 這樣,不同的網絡,不同的頁面。 could identify one another, 可以相互識別。 and know how to talk to one another. 並知道如何相互交談。 Payment rails is where we start to enter blockchain theory. 支付軌是我們開始進入區塊鏈理論的地方。 If the Metaverse economy is to be large, thriving, diverse, 如果Metaverse經濟要成為大型的、繁榮的、多樣化的。 and healthy, we need it to have a robust network 和健康,我們需要它有一個強大的網絡 upon which payments are processed. 處理付款的依據。 And then lastly, we have what I call CAIS: 最後,我們有我稱之為CAIS的東西。 content, assets, and identity services. 內容、資產和身份服務。 This is essentially what fills the Metaverse. 這基本上就是填充元氣的東西。 In some regard, what I've described 在某些方面,我所描述的 is like saying a mall is a vibrant ecosystem. 就像說一個商場是一個充滿活力的生態系統。 The escalator, maybe that's your hardware, 自動扶梯,也許這就是你的硬件。 the store, that's your virtual platform- 商店,那是你的虛擬平臺------。 but no matter how robust that is, 但不管這有多強大。 even if you have an integrated economy, 即使你有一個綜合經濟。 you need people within it, 你需要在它裡面的人。 and you need the supporting infrastructure 而且你需要支持性的基礎設施 for actual human life. 為實際的人類生活。 So to bring this back to the Metaverse 是以,為了把這個問題帶回到元老院 as a parallel plane of existence- 作為一個平行的存在平面- why is it important? 為什麼重要? Why do people believe it's real? 為什麼人們相信它是真的? Take a look at education: 看一看教育。 we're visual and experiential learners, 我們是視覺和體驗式的學習者。 but papier-mache, baking soda and vinegar for a volcano, 但紙糊的,小蘇打和醋做的火山。 only goes so far. 只能到此為止。 Imagine being able to produce that 想象一下,能夠生產出這種 in a rich, real-time simulation 在一個豐富的實時模擬中 alongside your friend to physically agitate the magma, 與你的朋友一起用物理方法攪動岩漿。 then be expelled into the atmosphere. 然後被排放到大氣中。 There are many individual examples 有許多個別的例子 that are even harder to imagine. 這些都是更難想象的。 Johns Hopkins University 約翰霍普金斯大學 is now performing live patient spinal surgery 現在正在進行現場病人脊柱手術 using game engine-rendering technology. 使用遊戲引擎渲染技術。 The U.S. and British militaries are using Unreal Engine 美國和英國軍方正在使用虛幻引擎 for simulation training for active combat. 用於現役作戰的模擬訓練。 Cities are being designed with graphics-based computing. 城市正在用基於圖形的計算來設計。 There are airports that aren't just using cameras 有的機場不僅僅是在使用攝影機 to see where you are for security reasons, 為了安全起見,可以看到你在哪裡。 but to simulate the flow of people, the tarmac, 但為了模擬人流,停機坪。 the impact of a weather delay. 天氣延誤的影響。 The Hong Kong International Airport 香港國際機場 is live-operated using the Unity Game Engine. 是使用Unity遊戲引擎進行現場操作的。 Much of the world around you 你周圍的大部分世界 is already running graphics-based computing. 是已經在運行基於圖形的計算。 You're in a live 3D simulation and you just don't know it. 你在一個實時的三維模擬中,只是你不知道而已。 So why do we need to learn about it now? 那麼,為什麼我們現在需要了解它呢? Most forecasts believe that by the end of this decade, 大多數預測認為,到本十年末。 the Metaverse will likely be between $6 and $13 trillion. Metaverse的規模可能在6到13萬億美元之間。 And as the world's largest companies plow forward, 而隨著世界上最大的公司深耕細作。 we need to understand 我們需要了解 what the potential consequences will be. 潛在的後果將是什麼。 The ills, the side effects of digital transformation, 數字化轉型的弊端、副作用。 of 'technocracy,' of digital hegemony. 的'技術統治',數字霸權的。 How do we trade off societal well-being 我們如何權衡社會福利 with economic incentives, with technological innovation, 有了經濟激勵,有了技術革新。 with driving strong entrepreneurship, 與推動強大的創業精神。 being a part of a globally thriving society, 成為全球繁榮社會的一部分。 as well as a nationally thriving economy? 以及一個全國性的繁榮經濟? And so the only way to contend with that is to be smart. 是以,與之抗衡的唯一方法就是要聰明。 We believe that data rights aren't what they should be, 我們認為,數據權利並不是它們應該有的。 we believe that the concentration of power 我們認為,權力的集中 has become too high, 已經變得太高了。 online happiness isn't where it needs to be, 網上的幸福並不在它需要的地方。 and that algorithms have become too powerful 以及算法已經變得過於強大 in shaping societal views. 在塑造社會觀點方面。 If we want to affect change now, right now, 如果我們想現在就影響變化,就在現在。 as we start to shift to what's next, is the time to educate. 當我們開始轉向下一步的時候,就是教育的時候了。 And so, having a better sense of what's around the corner 是以,對拐角處的情況有了更好的認識 is essential to being informed, and being informed allows us 是瞭解情況的關鍵,而瞭解情況使我們能夠 to positively affect the world we live in, 以積極地影響我們所生活的世界。 real and non-real. 真實和非真實。 - Get smarter, faster with videos - 通過視頻獲得更智能、更快速的服務 from the world's biggest thinkers. 來自世界上最大的思想家。 To learn even more from the world's biggest thinkers, 要從世界上最大的思想家那裡學到更多東西。 get Big Think+ for your business. 為您的企業獲得Big Think+。
B1 中級 中文 虛擬 世界 技術 互聯網 經驗 現實 14分鐘內解釋元空間 | 馬修-鮑爾 (The metaverse explained in 14 minutes | Matthew Ball) 9 0 Summer 發佈於 2022 年 11 月 01 日 更多分享 分享 收藏 回報 影片單字